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Overwatch Gameplay Architecture and Netcode

GDC Festival of Gaming

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FROM THE SOURCE CARD / AI-WRITTEN

What this video covers

Blizzard's Timothy Ford explains in this 2017 GDC session how Overwatch uses an Entity Component System architecture for layered gameplay. He also covers its server-authoritative netcode with client-side prediction and how they keep the game responsive and fair.

How the source describes its HN context

HN treats it as the best real-world AAA example of ECS and game netcode, and cites it constantly in discussions of data-oriented design.

These descriptions and labels come from the original dataset’s AI-assisted curation. They are not our personal review. Check the video and the linked discussion for context.